<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS>
  <context>
    <name>CmdMeshAddFacet</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Add triangle</source>
      <translation>Adicionar triângulo</translation>
    </message>
    <message>
      <source>Add triangle manually to a mesh</source>
      <translation>Adicionar triângulo manualmente a uma malha</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshBoundingBox</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Boundings info...</source>
      <translation>Info caixa de volume...</translation>
    </message>
    <message>
      <source>Shows the boundings of the selected mesh</source>
      <translation>Mostra a caixa de volume da malha selecionada</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshBuildRegularSolid</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Regular solid...</source>
      <translation>Sólido regular ...</translation>
    </message>
    <message>
      <source>Builds a regular solid</source>
      <translation>Cria um sólido regular</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshDemolding</name>
    <message>
      <source>Interactive demolding direction</source>
      <translation>Direção de desmoldagem interativa</translation>
    </message>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshDifference</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Difference</source>
      <translation>Diferença</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshEvaluateFacet</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Face info</source>
      <translation>Info face</translation>
    </message>
    <message>
      <source>Information about face</source>
      <translation>Informações sobre a face</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshEvaluateSolid</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Check solid mesh</source>
      <translation>Verificar malha sólida</translation>
    </message>
    <message>
      <source>Checks whether the mesh is a solid</source>
      <translation>Verifica se a malha é um sólido</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshEvaluation</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Opens a dialog to analyze and repair a mesh</source>
      <translation>Abre uma janela para analisar e consertar uma malha</translation>
    </message>
    <message>
      <source>Evaluate &amp;&amp; Repair mesh...</source>
      <translation>Avaliar &amp;&amp; consertar malha...</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshExMakeMesh</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Make a Box</source>
      <translation>Fazer uma caixa</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshExMakeTool</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Make a Tool</source>
      <translation>Fazer uma ferramenta</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshExMakeUnion</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Make Union</source>
      <translation>Fazer União</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshExport</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Export mesh...</source>
      <translation>Exportar malha...</translation>
    </message>
    <message>
      <source>Exports a mesh to file</source>
      <translation>Exporta uma malha para um arquivo</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshFillInteractiveHole</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Close hole</source>
      <translation>Fechar furo</translation>
    </message>
    <message>
      <source>Close holes interactively</source>
      <translation>Fechar furos interativamente</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshFillupHoles</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Fill holes...</source>
      <translation>Preencher furos...</translation>
    </message>
    <message>
      <source>Fill holes of the mesh</source>
      <translation>Preencher furos na malha</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshFlipNormals</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Flip normals</source>
      <translation>Inverter normais</translation>
    </message>
    <message>
      <source>Flips the normals of the mesh</source>
      <translation>Inverte as normais da malha</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshFromGeometry</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Create mesh from geometry...</source>
      <translation>Criar malha a partir de geometria...</translation>
    </message>
    <message>
      <source>Create mesh from the selected geometry</source>
      <translation>Criar uma malha a partir da geometria selecionada</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshHarmonizeNormals</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Harmonize normals</source>
      <translation>Harmonizar as normais</translation>
    </message>
    <message>
      <source>Harmonizes the normals of the mesh</source>
      <translation>Harmoniza as normais da malha</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshImport</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Import mesh...</source>
      <translation>Importar malha...</translation>
    </message>
    <message>
      <source>Imports a mesh from file</source>
      <translation>Importa uma malha a partir de um arquivo</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshIntersection</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Intersection</source>
      <translation>Intersecção</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshPolyCut</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Cut mesh</source>
      <translation>Cortar malha</translation>
    </message>
    <message>
      <source>Cuts a mesh with a picked polygon</source>
      <translation>Corta uma malha com um polígono escolhido</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshPolySegm</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Make segment</source>
      <translation>Fazer um segmento</translation>
    </message>
    <message>
      <source>Creates a mesh segment</source>
      <translation>Criar um segmento de malha</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshPolySelect</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Select mesh</source>
      <translation>Selecione uma malha</translation>
    </message>
    <message>
      <source>Select an area of the mesh</source>
      <translation>Selecione uma área da malha</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshPolySplit</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Split mesh</source>
      <translation>Dividir uma malha</translation>
    </message>
    <message>
      <source>Splits a mesh into two meshes</source>
      <translation>Dividir uma malha em duas</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshPolyTrim</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Trim mesh</source>
      <translation>Cortar malha</translation>
    </message>
    <message>
      <source>Trims a mesh with a picked polygon</source>
      <translation>Recorta uma malha com um polígono</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshRemoveCompByHand</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Remove components by hand...</source>
      <translation>Remover componentes manualmente...</translation>
    </message>
    <message>
      <source>Mark a component to remove it from the mesh</source>
      <translation>Marcar um componente para ser removido da malha</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshRemoveComponents</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Remove components...</source>
      <translation>Remover componentes...</translation>
    </message>
    <message>
      <source>Remove topologic independent components from the mesh</source>
      <translation>Remover componentes topológicos independentes da malha</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshSegmentation</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Create mesh segments...</source>
      <translation>Cria segmentos de uma malha...</translation>
    </message>
    <message>
      <source>Create mesh segments</source>
      <translation>Criar segmentos de malha</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshSmoothing</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Smooth...</source>
      <translation>Suavizar...</translation>
    </message>
    <message>
      <source>Smooth the selected meshes</source>
      <translation>Suavizar as malhas selecionadas</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshToolMesh</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Segment by tool mesh</source>
      <translation>Segmentar por malha ferramenta</translation>
    </message>
    <message>
      <source>Creates a segment from a given tool mesh</source>
      <translation>Cria um segmento usando uma determinada malha como ferramenta</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshTransform</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Transform mesh</source>
      <translation>Transformar malha</translation>
    </message>
    <message>
      <source>Rotate or move a mesh</source>
      <translation>Girar ou mover uma malha</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshUnion</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Union</source>
      <translation>União</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshVertexCurvature</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Calculates the curvature of the vertices of a mesh</source>
      <translation>Calcula a curvatura dos vértices de uma malha</translation>
    </message>
    <message>
      <source>Curvature plot</source>
      <translation>Traçado de curvatura</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshVertexCurvatureInfo</name>
    <message>
      <source>Mesh</source>
      <translation>Malha</translation>
    </message>
    <message>
      <source>Curvature info</source>
      <translation>Info curvatura</translation>
    </message>
    <message>
      <source>Information about curvature</source>
      <translation>Informações sobre a curvatura</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::DlgEvaluateMesh</name>
    <message>
      <source>&amp;Help</source>
      <translation>A&amp;juda</translation>
    </message>
    <message>
      <source>F1</source>
      <translation>F1</translation>
    </message>
    <message>
      <source>&amp;Close</source>
      <translation>&amp;Fechar</translation>
    </message>
    <message>
      <source>Alt+C</source>
      <translation>Alt+F</translation>
    </message>
    <message>
      <source>Mesh information</source>
      <translation>Informação da malha</translation>
    </message>
    <message>
      <source>No information</source>
      <translation>Sem Informação</translation>
    </message>
    <message>
      <source>Number of points:</source>
      <translation>Número de pontos:</translation>
    </message>
    <message>
      <source>Number of edges:</source>
      <translation>Número de arestas:</translation>
    </message>
    <message>
      <source>Refresh</source>
      <translation>Atualizar</translation>
    </message>
    <message>
      <source>Analyze</source>
      <translation>Analisar</translation>
    </message>
    <message>
      <source>Repair</source>
      <translation>Consertar</translation>
    </message>
    <message>
      <source>Orientation</source>
      <translation>Orientação</translation>
    </message>
    <message>
      <source>Degenerated faces</source>
      <translation>Faces degeneradas</translation>
    </message>
    <message>
      <source>Face indices</source>
      <translation>Índices de faces</translation>
    </message>
    <message>
      <source>Number of faces:</source>
      <translation>Número de faces:</translation>
    </message>
    <message>
      <source>Duplicated faces</source>
      <translation>Faces duplicadas</translation>
    </message>
    <message>
      <source>Duplicated points</source>
      <translation>Pontos duplicados</translation>
    </message>
    <message>
      <source>Non-manifolds</source>
      <translation>Não-manifolds</translation>
    </message>
    <message>
      <source>Self-intersections</source>
      <translation>Auto-intersecções</translation>
    </message>
    <message>
      <source>All above tests together</source>
      <translation>Todos os testes acima juntos</translation>
    </message>
    <message>
      <source>Repetitive repair</source>
      <translation>Conserto repetitiva</translation>
    </message>
    <message>
      <source>Evaluate &amp; Repair Mesh</source>
      <translation>Avaliar &amp; consertar malha</translation>
    </message>
    <message>
      <source>Folds on surface</source>
      <translation>Dobras na superfície</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::DlgEvaluateMeshImp</name>
    <message>
      <source>No information</source>
      <translation>Sem Informação</translation>
    </message>
    <message>
      <source>Invalid neighbour indices</source>
      <translation>Índices de vizinhos inválidos</translation>
    </message>
    <message>
      <source>Invalid face indices</source>
      <translation>Índices de face inválidos</translation>
    </message>
    <message>
      <source>Invalid point indices</source>
      <translation>Índices de ponto inválidos</translation>
    </message>
    <message>
      <source>Multiple point indices</source>
      <translation>Vários índices de pontos</translation>
    </message>
    <message>
      <source>Non-manifolds</source>
      <translation>Não-manifolds</translation>
    </message>
    <message>
      <source>Cannot remove non-manifolds</source>
      <translation>Não é possível remover não-manifolds</translation>
    </message>
    <message>
      <source>No selection</source>
      <translation>Nenhuma seleção</translation>
    </message>
    <message>
      <source>No flipped normals</source>
      <translation>Nenhuma normal invertida</translation>
    </message>
    <message>
      <source>%1 flipped normals</source>
      <translation>%1 normais invertidas</translation>
    </message>
    <message>
      <source>No non-manifolds</source>
      <translation>Nenhum não-manifold</translation>
    </message>
    <message>
      <source>%1 non-manifolds</source>
      <translation>%1 não-manifolds</translation>
    </message>
    <message>
      <source>No invalid indices</source>
      <translation>Nenhum índice inválido</translation>
    </message>
    <message>
      <source>No degenerations</source>
      <translation>Nenhuma degeneração</translation>
    </message>
    <message>
      <source>%1 degenerated faces</source>
      <translation>%1 faces degeneradas</translation>
    </message>
    <message>
      <source>No duplicated faces</source>
      <translation>Nenhuma face duplicada</translation>
    </message>
    <message>
      <source>%1 duplicated faces</source>
      <translation>%1 faces duplicadas</translation>
    </message>
    <message>
      <source>No duplicated points</source>
      <translation>Nenhum ponto duplicado</translation>
    </message>
    <message>
      <source>Duplicated points</source>
      <translation>Pontos duplicados</translation>
    </message>
    <message>
      <source>Orientation</source>
      <translation>Orientação</translation>
    </message>
    <message>
      <source>Indices</source>
      <translation>Índices</translation>
    </message>
    <message>
      <source>Degenerations</source>
      <translation>Degenerações</translation>
    </message>
    <message>
      <source>Duplicated faces</source>
      <translation>Faces duplicadas</translation>
    </message>
    <message>
      <source>No self-intersections</source>
      <translation>Nenhuma auto-intersecção</translation>
    </message>
    <message>
      <source>Self-intersections</source>
      <translation>Auto-intersecções</translation>
    </message>
    <message>
      <source>Mesh repair</source>
      <translation>Conserto de malha</translation>
    </message>
    <message>
      <source>Flipped normals found</source>
      <translation>Foram encontradas normais invertidas</translation>
    </message>
    <message>
      <source>Check failed due to folds on the surface.
Please run the command to repair folds first</source>
      <translation>A verificação falhou devido a dobras na superfície. Por favor, execute primeiro o comando "consertar dobras"</translation>
    </message>
    <message>
      <source>No folds on surface</source>
      <translation>Nenhuma dobra na superfície</translation>
    </message>
    <message>
      <source>%1 folds on surface</source>
      <translation>%1 dobras na superfície</translation>
    </message>
    <message>
      <source>Folds</source>
      <translation>Dobras</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::DlgRegularSolid</name>
    <message>
      <source>Regular Solid</source>
      <translation>Sólido regular</translation>
    </message>
    <message>
      <source>&amp;Create</source>
      <translation>&amp;Criar</translation>
    </message>
    <message>
      <source>Alt+C</source>
      <translation>Alt+F</translation>
    </message>
    <message>
      <source>Cl&amp;ose</source>
      <translation>&amp;Fechar</translation>
    </message>
    <message>
      <source>Alt+O</source>
      <translation>Alt+F</translation>
    </message>
    <message>
      <source>Solid:</source>
      <translation>Sólido:</translation>
    </message>
    <message>
      <source>Cube</source>
      <translation>Cubo</translation>
    </message>
    <message>
      <source>Cylinder</source>
      <translation>Cilindro</translation>
    </message>
    <message>
      <source>Cone</source>
      <translation>Cone</translation>
    </message>
    <message>
      <source>Sphere</source>
      <translation>Esfera</translation>
    </message>
    <message>
      <source>Ellipsoid</source>
      <translation>Elipsóide</translation>
    </message>
    <message>
      <source>Torus</source>
      <translation>Toro</translation>
    </message>
    <message>
      <source>Height:</source>
      <translation>Altura:</translation>
    </message>
    <message>
      <source>Length:</source>
      <translation>Comprimento:</translation>
    </message>
    <message>
      <source>Width:</source>
      <translation>Largura:</translation>
    </message>
    <message>
      <source>Radius:</source>
      <translation>Raio:</translation>
    </message>
    <message>
      <source>Closed</source>
      <translation>Fechado</translation>
    </message>
    <message>
      <source>Sampling:</source>
      <translation>Amostragem:</translation>
    </message>
    <message>
      <source>Edge length:</source>
      <translation>Comprimento da aresta:</translation>
    </message>
    <message>
      <source>Radius 1:</source>
      <translation>Raio 1:</translation>
    </message>
    <message>
      <source>Radius 2:</source>
      <translation>Raio 2:</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::DlgRegularSolidImp</name>
    <message>
      <source>Create %1</source>
      <translation>Criar %1</translation>
    </message>
    <message>
      <source>No active document</source>
      <translation>Nenhum documento ativo</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::DlgSettingsMeshView</name>
    <message>
      <source>Mesh view</source>
      <translation>Vista de malhas</translation>
    </message>
    <message>
      <source>Two-side rendering</source>
      <translation>Renderização de dois lados</translation>
    </message>
    <message>
      <source>Backface color</source>
      <translation>Core de faces traseiras</translation>
    </message>
    <message>
      <source>Smoothing</source>
      <translation>Suavização</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head&gt;&lt;meta name="qrichtext" content="1" /&gt;&lt;/head&gt;&lt;body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"&gt;&lt;p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;This is the smallest angle between two faces where normals get calculated to do flat shading.&lt;/p&gt;&lt;p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head&gt;&lt;meta name="qrichtext" content="1" /&gt;&lt;/head&gt; &lt;body style="white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"&gt; &lt;p style="margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt; Este é o menor ângulo entre duas faces onde será usado o sombreamento plano.&lt;/p&gt;&lt;p style="margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt; se o ângulo entre as normais de duas faces vizinhas é menor do que o ângulo de vincos, as faces serão suavizadas ao redor de sua borda comum.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Crease angle</source>
      <translation>Ângulo dos vincos</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head&gt;&lt;meta name="qrichtext" content="1" /&gt;&lt;/head&gt;&lt;body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;span style=" font-weight:600;"&gt;Flat shading/Phong shading&lt;/span&gt;&lt;/p&gt;&lt;p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;Defines the appearance of surfaces.&lt;/p&gt;&lt;p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. &lt;/p&gt;&lt;p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;If this option is set Phong shading is used, if it is unset flat shading is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head&gt;&lt;meta name="qrichtext" content="1" /&gt;&lt;/head&gt; &lt;body style="white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"&gt; &lt;p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt; &lt;span style="font-weight:600;"&gt; flat sombreamento de sombreamento/Phong&lt;/span&gt;&lt;/p&gt; &lt;p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;/p&gt; &lt;p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt; define a aparência de superfícies.&lt;/p&gt;&lt;p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;/p&gt; &lt;p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt; com sombreamento plano as normais da superfície não são definidas por vértice, o que leva a uma aparência irreal para superfícies curvas. Use sombreamento Phong para uma aparência mais suave.&lt;/p&gt;&lt;p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;/p&gt; &lt;p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt; se essa opção for definida, o sombreamento Phong será usado, se estiver desactivado o sombreamento plano será usado.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Define normal per vertex</source>
      <translation>Definir normal por vértice</translation>
    </message>
    <message>
      <source> °</source>
      <translation> °</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head&gt;&lt;meta name="qrichtext" content="1" /&gt;&lt;/head&gt;&lt;body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;span style=" font-weight:600;"&gt;Hint&lt;/span&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;Defining the normals per vertex is also called &lt;span style=" font-style:italic;"&gt;Phong shading&lt;/span&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"&gt;&lt;span style=" font-style:normal;"&gt;while defining the normals per face is called &lt;/span&gt;Flat shading&lt;span style=" font-style:normal;"&gt;.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head&gt;&lt;meta name="qrichtext" content="1" /&gt;&lt;/head&gt;&lt;body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt; &lt;span style=" font-weight:600;"&gt;Sugestão&lt;/span&gt; &lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt; Definir as normais por vértice é também chamado &lt;span style=" font-style:italic;"&gt;sombreamento Phong&lt;/span&gt; &lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"&gt; &lt;span style=" font-style:normal;"&gt;enquanto define as normais por face é chamado de&lt;/span&gt; sombreamento &lt;span style=" font-style:normal;"&gt;plano.&lt;/span&gt; &lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Default appearance for new meshes</source>
      <translation>Aparência padrão para novas malhas</translation>
    </message>
    <message>
      <source>Default line color</source>
      <translation>Cor de linha padrão</translation>
    </message>
    <message>
      <source>Mesh transparency</source>
      <translation>Transparência de malha</translation>
    </message>
    <message>
      <source>Default mesh color</source>
      <translation>Cor padrão de malha</translation>
    </message>
    <message>
      <source>Show bounding-box for highlighted or selected meshes</source>
      <translation>Mostrar caixa de volume para malhas destacadas ou selecionadas</translation>
    </message>
    <message>
      <source>Line transparency</source>
      <translation>Transparência das linhas</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::DlgSmoothing</name>
    <message>
      <source>Smoothing</source>
      <translation>Suavização</translation>
    </message>
    <message>
      <source>Method</source>
      <translation>Método</translation>
    </message>
    <message>
      <source>Taubin</source>
      <translation>Taubin</translation>
    </message>
    <message>
      <source>Laplace</source>
      <translation>Laplace</translation>
    </message>
    <message>
      <source>Parameter</source>
      <translation>Parâmetro</translation>
    </message>
    <message>
      <source>Iterations:</source>
      <translation>Iterações:</translation>
    </message>
    <message>
      <source>Lambda:</source>
      <translation>Lambda:</translation>
    </message>
    <message>
      <source>Mu:</source>
      <translation>Mu:</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::MeshFaceAddition</name>
    <message>
      <source>Add triangle</source>
      <translation>Adicionar triângulo</translation>
    </message>
    <message>
      <source>Flip normal</source>
      <translation>Inverter normais</translation>
    </message>
    <message>
      <source>Clear</source>
      <translation>Limpar</translation>
    </message>
    <message>
      <source>Finish</source>
      <translation>Concluir</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::RemoveComponents</name>
    <message>
      <source>Remove components</source>
      <translation>Remover componentes</translation>
    </message>
    <message>
      <source>Select</source>
      <translation>Selecione</translation>
    </message>
    <message>
      <source>Select whole component</source>
      <translation>Selecione o componente inteiro</translation>
    </message>
    <message>
      <source>Pick triangle</source>
      <translation>Escolha um triângulo</translation>
    </message>
    <message>
      <source>&lt; faces than</source>
      <translation>&lt; faces do que</translation>
    </message>
    <message>
      <source>Region</source>
      <translation>Região</translation>
    </message>
    <message>
      <source>Components</source>
      <translation>Componentes</translation>
    </message>
    <message>
      <source>All</source>
      <translation>Todos</translation>
    </message>
    <message>
      <source>Deselect</source>
      <translation>Deselecionar</translation>
    </message>
    <message>
      <source>Deselect whole component</source>
      <translation>Desmarcar componente inteiro</translation>
    </message>
    <message>
      <source>&gt; faces than</source>
      <translation>&gt; faces do que</translation>
    </message>
    <message>
      <source>Region options</source>
      <translation>Opções de região</translation>
    </message>
    <message>
      <source>Respect only triangles with normals facing screen</source>
      <translation>Respeitar somente com triângulos com normais direcionadas para a tela</translation>
    </message>
    <message>
      <source>Respect only visible triangles</source>
      <translation>Respeitar apenas triângulos visíveis</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::Segmentation</name>
    <message>
      <source>Mesh segmentation</source>
      <translation>Segmentação de malha</translation>
    </message>
    <message>
      <source>Smooth mesh</source>
      <translation>Alisar malha</translation>
    </message>
    <message>
      <source>Plane</source>
      <translation>Plano</translation>
    </message>
    <message>
      <source>Tolerance</source>
      <translation>Tolerância</translation>
    </message>
    <message>
      <source>Minumum number of faces</source>
      <translation>Número mínimo de faces</translation>
    </message>
    <message>
      <source>Cylinder</source>
      <translation>Cilindro</translation>
    </message>
    <message>
      <source>Radius</source>
      <translation>Raio</translation>
    </message>
    <message>
      <source>Tolerance (Flat)</source>
      <translation>Tolerância (Plano)</translation>
    </message>
    <message>
      <source>Tolerance (Curved)</source>
      <translation>Tolerância (curvado)</translation>
    </message>
    <message>
      <source>Minimum number of faces</source>
      <translation>Número mínimo de faces</translation>
    </message>
    <message>
      <source>Sphere</source>
      <translation>Esfera</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::TaskRemoveComponents</name>
    <message>
      <source>Delete</source>
      <translation>Excluir</translation>
    </message>
    <message>
      <source>Invert</source>
      <translation>Inverter</translation>
    </message>
  </context>
  <context>
    <name>QDockWidget</name>
    <message>
      <source>Evaluate &amp; Repair Mesh</source>
      <translation>Avaliar &amp; consertar malha</translation>
    </message>
  </context>
  <context>
    <name>QObject</name>
    <message>
      <source>Import mesh</source>
      <translation>Importar malha</translation>
    </message>
    <message>
      <source>Export mesh</source>
      <translation>Exportar malha</translation>
    </message>
    <message>
      <source>Solid Mesh</source>
      <translation>Malha sólida</translation>
    </message>
    <message>
      <source>Boundings</source>
      <translation>Caixa de volume</translation>
    </message>
    <message>
      <source>Fill holes</source>
      <translation>Preencher furos</translation>
    </message>
    <message>
      <source>Fill holes with maximum number of edges:</source>
      <translation>Preenche buracos com um número máximo de arestas:</translation>
    </message>
    <message>
      <source>Binary STL (*.stl)</source>
      <translation>STL binário (*.stl)</translation>
    </message>
    <message>
      <source>ASCII STL (*.ast)</source>
      <translation>STL ASCII (*.ast)</translation>
    </message>
    <message>
      <source>Binary Mesh (*.bms)</source>
      <translation>Malha binária (*.bms)</translation>
    </message>
    <message>
      <source>Alias Mesh (*.obj)</source>
      <translation>Malha Alias (*.obj)</translation>
    </message>
    <message>
      <source>Inventor V2.1 ascii (*.iv)</source>
      <translation>Inventor V2.1 ascii (*.iv)</translation>
    </message>
    <message>
      <source>All Files (*.*)</source>
      <translation>Todos os arquivos (*.*)</translation>
    </message>
    <message>
      <source>ASCII STL (*.stl)</source>
      <translation>STL ASCII (*.stl)</translation>
    </message>
    <message>
      <source>VRML V2.0 (*.wrl *.vrml)</source>
      <translation>VRML V2.0 (*.wrl *.vrml)</translation>
    </message>
    <message>
      <source>Compressed VRML 2.0 (*.wrz)</source>
      <translation>VRML 2.0 comprimido (*.wrz)</translation>
    </message>
    <message>
      <source>Nastran (*.nas *.bdf)</source>
      <translation>Nastran (*.nas *.bdf)</translation>
    </message>
    <message>
      <source>Python module def (*.py)</source>
      <translation>Modulo do python (*.py)</translation>
    </message>
    <message>
      <source>Meshing Tolerance</source>
      <translation>Tolerância de malhagem</translation>
    </message>
    <message>
      <source>Enter tolerance for meshing geometry:</source>
      <translation>Digite tolerância para a malhagem de geometria:</translation>
    </message>
    <message>
      <source>The mesh '%1' is a solid.</source>
      <translation>A malha '%1' é um sólido.</translation>
    </message>
    <message>
      <source>The mesh '%1' is not a solid.</source>
      <translation>A malha '%1' não é um sólido.</translation>
    </message>
    <message>
      <source>Min=&lt;%1,%2,%3&gt;

Max=&lt;%4,%5,%6&gt;</source>
      <translation>Min=&lt;%1,%2,%3&gt;

Max=&lt;%4,%5,%6&gt;</translation>
    </message>
    <message>
      <source>[Points: %1, Edges: %2 Faces: %3]</source>
      <translation>[Pontos: %1, Arestas: %2 Faces: %3]</translation>
    </message>
    <message>
      <source>Leave info mode</source>
      <translation>Sair do modo de info</translation>
    </message>
    <message>
      <source>Index: %1</source>
      <translation>Índice: %1</translation>
    </message>
    <message>
      <source>Leave hole-filling mode</source>
      <translation>Sair do modo de preenchimento de furos</translation>
    </message>
    <message>
      <source>Leave removal mode</source>
      <translation>Sair do modo de remoção</translation>
    </message>
    <message>
      <source>All Mesh Files (*.stl *.ast *.bms *.obj *.ply)</source>
      <translation>Todos os arquivos de malha (*.stl *.ast *.bms *.obj *.ply)</translation>
    </message>
    <message>
      <source>Stanford Polygon (*.ply)</source>
      <translation>Stanford Polygon (*.ply)</translation>
    </message>
    <message>
      <source>Object File Format (*.off)</source>
      <translation>Object File Format (*.off)</translation>
    </message>
    <message>
      <source>Standford Polygon (*.ply)</source>
      <translation>Standford Polygon (*.ply)</translation>
    </message>
    <message>
      <source>Delete selected faces</source>
      <translation>Excluir as faces selecionadas</translation>
    </message>
    <message>
      <source>Clear selected faces</source>
      <translation>Limpar as faces selecionadas</translation>
    </message>
    <message>
      <source>Annotation</source>
      <translation>Anotação</translation>
    </message>
    <message>
      <source>All Mesh Files (*.stl *.ast *.bms *.obj *.off *.ply)</source>
      <translation>Todos os arquivos de malha (*.stl *.ast *.bms *.obj *.off *.ply)</translation>
    </message>
  </context>
  <context>
    <name>Workbench</name>
    <message>
      <source>Analyze</source>
      <translation>Analisar</translation>
    </message>
    <message>
      <source>Boolean</source>
      <translation>Booleanas</translation>
    </message>
    <message>
      <source>&amp;Meshes</source>
      <translation>&amp;Malhas</translation>
    </message>
    <message>
      <source>Mesh tools</source>
      <translation>Ferramentas de malha</translation>
    </message>
  </context>
</TS>
